There is only 1 model for the door, which is used for both the top half and the bottom half.
Unless the door model you want to make is the same thing stacked on itself, the ability to specify a model is useless. You can't (for instance) create a door that looks like it does now, only with the "window" being modeled (rather than just a transparent section, which was what I was trying to do).
The door model should be made like the bed, where there are 2 models (1 for each section) rather 1 model used for both sections.
Comments 4
Awesome!
Hey, do you guys think you could try to make the models more "unified" in how they use coordinates?
For instance, the door uses X for depth (instead of Z) while ladders/vines uses Z for depth (as I would).
I personally prefer X as width and Z as depth, as I use GIMP to plan out the coordinates to make a model. This also lines up perfectly with UV data, aside from being vertically flipped, it will be nearly the same coordinates for making the model as mapping it (for X and Y at least).
With Z as depth it's sort of like working in a "front" perspective, which I find to feel more natural to think about when it comes to a 3D space, especially those times when you think "I want it to look like this texture, only have depth!".
Something else to note here is that the ladder mesh file is for the east model, while the door mesh file is for the east model. I think the north model should be used as the default "facing" mesh for directional blocks. This seems to be the non-unified thing in the files. For instance: log side and levers use north, bed/vines/cocoa use south, stems use west, doors use east.
Also, "pressure_plate_down" should be "pressure_plate_pressed" because it's a state, not a direction ("down" sounds too much like up/down). Because there is no other direction variant, "pressure_plate_up" should just be "pressure_plate".
You can do that yourself:
"bottom_closed_east": { "model": "door" },
"bottom_closed_south": { "model": "door", "y": 90 },
"bottom_closed_west": { "model": "door", "y": 180 },
"bottom_closed_north": { "model": "door", "y": 270 },
make the north one use the 'non-rotated model' and then rotate the rest accordingly.
We're not going to look into this until we're almost done.
Yeah, I know. It's a bit of an annoyance that different models use different non-rotated directions.
A bit of a typo in my last post, ladders use north as well, so that's ladders, logs sides, and levers. (Alliteration?)
I'm glad that you're going to look into it, even if it seems to me like waiting until the end is going to make it more work than it is now.
Something else I'd like to note, is that south is probably a better default facing method than north. It's exactly the same as north, only the depth starts at 0 rather than 16, which I find easier to work with. For instance with the door top/botttom, in the south model as default, the from/to Z value is 0 to 3. With north as default it's 13 to 16. Which is more self-explanatory/natural if you know you want the door to have a depth of 3 pixels (1/16th of a block)?
Also, thanks again for allowing me to do this: http://i.imgur.com/13Ox6Da.png
😃
Confirmed 🙂